Talk:2023-07-15 Steven Sharif, Ashes of Creation's Freeholds, Resource Bags, & More - Tangents of Creation

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  • 00:00
crushes your dreams
  • 00:04
Sell them I just want to make them and do stuff. I know I would just want to play with them
  • 00:12
Right we got here to your five
  • 00:15
Well, it's not gonna be me cuz I don't play that much Oh
  • 00:20
She says that yeah more time than it probably any of us I'm gonna be I'm gonna be perusing the foreclosure market
  • 00:26
That's what I'm gonna be doing. She said okay first up. Well actually we can get into the you know that topic
  • 00:32
But any says this but like I'm Wow I had like one like when it when we first start playing
  • 00:38
Dragon flight I oh my god
  • 00:42
Hi Steven hello I
  • 00:45
Think she will be too. Oh my god. My heart just stop. Oh god
  • 00:59
Don't don't mess with me like that Steven I think one of I am
  • 01:05
I'm blushing off the stream. I don't even know how
  • 01:14
Yeah, if you're for real. I will I will throw you a twitch guest star right now. Oh
  • 01:19
God are we sure this is this is the real Steven Sharif. This is me on discord. Oh my holy
  • 01:27
Oh my god
  • 01:31
Cry oh
  • 01:33
Oh
  • 01:34
Okay, yep, no Jesus Christ all right
  • 01:39
Yeah, no go ahead. Oh my so I sent the twitch guest star. Oh
  • 01:47
Guys I'm trying not to be such a fangirl right now, but I'm gonna
  • 01:50
Cool, I can't oh my god. We did it
  • 02:06
Hello, how's it going Steven? It's going well. How are you? We are great? Thank you for joining the show
  • 02:12
I got I got home and I saw the notification on Twitter on Twitter
  • 02:21
And I jumped in and was listening for a little bit, and I thought hey what the hell?
  • 02:30
Yeah
  • 02:31
Yeah, we were gonna dive into the two of the hot topic things which was the player response to some of the freehold
  • 02:38
Information the newer information then as well as the one after this is the resource bags
  • 02:46
I like how I like how these said that Margaret right now is legit the dog in the flaming house me
  • 02:59
Like because our whole show is based off a tangent said if we could get you on like we figured maybe if we got a
  • 03:04
Couple tangents go in that maybe some spoilers come no
  • 03:10
I try to be good. I try to be
  • 03:14
So yeah, what'd you guys think about the article today?
  • 03:16
Um I actually liked it a lot
  • 03:18
It was thorough and answered a lot of questions
  • 03:20
I had had and there was some stuff in there that I wasn't aware though. That was really cool. Yeah, I think it was good
  • 03:26
I
  • 03:27
Go ahead. Sorry. Oh no Steven you have the floor go ahead
  • 03:29
I was just gonna say we had intended to release it last week
  • 03:34
But I wanted to include a little bit more meat behind the system
  • 03:39
And I think get a little bit more
  • 03:43
Specific on exactly how these things are intended to work for alpha 2 so I thought I thought people would like that
  • 03:49
But anytime you kind of venture into that territory of getting really specific
  • 03:52
That's when you know
  • 03:55
You run the risk of going a bit in depth on a system and the broader audience that might not you know fully
  • 04:02
Perhaps understand the intricacies or interconnections that exist between the different systems and the intent
  • 04:07
They might read into something and think well, wait a minute. Why is that being done?
  • 04:11
Right
  • 04:12
So the more in-depth you can get something the more difficult it is to communicate verbally or in written context
  • 04:19
Without being in the game and experience it and seeing those systems, you know come to life so to speak. Yeah
  • 04:25
That's something we kind of talk about too
  • 04:27
Is that there's there's so many other systems that we don't know how they interplay together
  • 04:30
Especially like with nodes being a big part of freeholds and everything like that without knowing with hopefully we're seeing that next month
  • 04:38
without knowing
  • 04:40
Yeah, this oh my god. Yeah this month
  • 04:43
Knowing like the intricacies of that too. Like it's hard to know like some of this does kind of come at you like
  • 04:49
It's it's one portion of in this overarching system. So it is harder to know like well
  • 04:54
How does this actually work especially without also having your hands on it, too?
  • 04:57
It's I think that's something we've kind of keep coming back to a bit with these questions is like, you know
  • 05:02
We don't fully understand how all this works and and what it takes to get to get freeholds
  • 05:09
Get freeholds with especially with you guys introducing the idea of like this three layer system
  • 05:14
Right and things like that
  • 05:17
You know, I'll go ahead. No you go ahead. Please. No, I feel free to cut me off
  • 05:23
I was just gonna say that
  • 05:26
Yeah, you know
  • 05:28
Even though the system as described
  • 05:31
Is intricate and kind of you know gives the intent behind how it's going to be developed for alpha 2
  • 05:36
the most important thing to remember is that like alpha 2 is really the testing grounds for a lot of the
  • 05:44
More minute details of how a particular system works and you can change a lot of those details without actually
  • 05:51
Needing to change the feature that's been developed, right?
  • 05:54
These are variables that exist within the code that we have control over so that when we want to iterate upon it
  • 06:00
It's easy to do iterations and some of those iterations can feel very impactful to the system overall
  • 06:06
So alpha 2 really is meant to kind of gauge this initial approach
  • 06:11
And then we're afforded the ability to kind of change that drastically
  • 06:15
by tuning and changing some of the aspects of the
  • 06:19
Of the specifics of the system, right? So one of those things is I saw people saying like well
  • 06:24
You know when when you think about how many nodes there are and how many counties or excuse me how many baronies
  • 06:30
That we saw that exist on this map that equates to like 500 plus guild halls
  • 06:36
Well, one of the aspects of the guild hall
  • 06:40
Access is that only a limited subset of the guild halls available around the node are available
  • 06:48
Concurrently, no, there's many choices of those six, right?
  • 06:51
So you might only have two that might be available at fifth level and then three at sixth level of a node
  • 06:57
And the guilds have an opportunity to select from the six available which three are going to be active
  • 07:03
All right, that's sweet. Yeah, because we were just talking about that
  • 07:06
We were like, we don't know how many of these can be active or how it works
  • 07:09
But I mean that whole that diagram that you guys put out
  • 07:11
I really enjoyed seeing that and kind of like having that grasp of like, okay
  • 07:14
So these things are going to be centered around that
  • 07:16
I had when I had oh, yes
  • 07:18
So what you're bringing up about having like, you know, adjusting the dials and levers and and that was one of the concerns
  • 07:24
That was kind of brought up with in our discord was like, well if they've been working on this
  • 07:28
But now they're asking for this like how much effort needs to go in
  • 07:32
And I remember from streams ago of like you guys talking about how you want to have these
  • 07:37
You know kind of an easier access of we're going to be able to adjust and iterate like on the fly because I believe at one
  • 07:42
Point you guys even said even when servers were live
  • 07:44
That was how you wanted to adjust and tune that you still in the background be able to manipulate things
  • 07:49
As you guys saw things kind of come online or if this works that doesn't work or you know
  • 07:54
Things of that nature. Yeah
  • 07:56
Yeah, absolutely. So, um, you know a lot of the uh,
  • 08:01
A lot of what we're providing and how these systems are built are very data driven
  • 08:06
And don't require us to let's say repackage a client and deliver that up
  • 08:11
To the user for us to adjust data on the back end of the game and do that during run time
  • 08:19
So we can actually uh, we can actually create a lot of different environments of testing for a particular system
  • 08:26
within a running alpha 2
  • 08:29
Without having to let's say bring the servers down repackage and deliver an update to the user
  • 08:35
Oh cool. Yeah
  • 08:37
Right. I'm trying i'm my i'm hearing you talk and it's like blowing my mind right now. Um,
  • 08:47
So recovering from the shock yeah a little bit
  • 08:50
How do you guys feel about the you know?
  • 08:53
One of the biggest things I saw over the course of the last couple of weeks since we've you know had that stream and
  • 08:59
And we've been gauging kind of the community's response to that is this is this is this
  • 09:04
What appears to me as kind of like an aversion, uh to a degree of
  • 09:09
What has been for a long time one of the central tenants and and core pillars of the game, which is
  • 09:15
This idea of risk versus reward exclusivity kind of scarcity that exists, you know, not everybody gets a trophy
  • 09:21
But I think that this example of the freehold
  • 09:25
System kind of being shown is that a lot of people want to be able to
  • 09:30
own a piece of land and to engage in these core gameplay loops of farming and and
  • 09:37
Livestock and that type of interaction owning a home and customizing that location
  • 09:41
And when it's been resurfaced that you know, these these freeholds are exclusive to a degree that they're achievements that you have to strive for
  • 09:50
And that limitation there's a bit of pushback
  • 09:53
What is your guys thoughts because I think that's a really important point
  • 09:56
And there's a bit of pushback. Uh, what is your guys thoughts kind of been about that?
  • 10:01
So for me
  • 10:03
You go ahead. Oh, no, you can go ahead. No, go ahead. I'll go next
  • 10:07
No, go ahead. I'll remember mine. I had
  • 10:10
Um, I was gonna say so I i'm a big fan of like high risk high reward like jamie and I I think definitely like
  • 10:17
Live our lives that way to an extent like we just up and moved from new hampshire to kentucky on a whim like because
  • 10:23
We just wanted something new like yeah, I like and people are like why did you move here?
  • 10:27
And we're like just felt like it kind of you know, like that's kind of cool. I like the sponsority of that. That's awesome
  • 10:34
So like it's nice having that in a video game and like I think in a lot of ways like world of warcraft making
  • 10:40
exclusive mounts like available now through twitch drops and stuff like that like is a big shame and it's
  • 10:46
Yeah, it really hurts the integrity of the game and stuff. So with ashes of creation the fact that they are having you know
  • 10:53
I say they but you
  • 10:55
And your project are um having like that high risk high reward like not everybody gets a trophy mentality is like really really great
  • 11:02
and like
  • 11:03
I I love it for the free holds
  • 11:05
But I think my point of concern with it is it being max level like in order to obtain one?
  • 11:10
Which is going to lead to a bunch of people love level rushing
  • 11:14
Because they want to get one first and then they're not going to enjoy the game you guys are building
  • 11:18
As much as they realize you know, it's funny actually that you that you mentioned that because that was for a time a lively debate on our design team
  • 11:27
Um about whether or not there should be a level gate
  • 11:31
Um essentially from even preventing uh the potential for ownership the the reason why I chose um to
  • 11:40
Keep it at level 50 for now
  • 11:42
Um is because there are alternate systems that provide access at lower levels
  • 11:48
Uh through permission setting right? So it's one thing to own the home
  • 11:52
It's another thing to access the contents and to continue progression. Let's say in the processing profession. You might want to gain mastery and
  • 12:01
um that mastery
  • 12:03
Process leaves the nodes at around at around like level 30 in the in the leveling experience for a processing profession
  • 12:11
and so um
  • 12:13
One of the debates on the design team was whether or not we should reduce the uh level requirement down to level 30 so that there's a seamless
  • 12:21
transition from node based processing progression and the freehold uh capability of progression
  • 12:28
Um, the reason why I think that there's never going to be a way to avoid rushing levels
  • 12:34
Um is because anytime you have a vertical power progression in a game. There is always going to be a reason to rush leveling
  • 12:42
Um, and that's just kind of the standard mmo experience that many of us have have had right?
  • 12:48
Uh, not all of us do it because not all of us really care about the vertical progression there
  • 12:52
Um or have the time and ability to do it, right? But um, generally so long as there's a vertical power structure in place
  • 12:59
You're going to have an incentive to rush that leveling process
  • 13:02
Um, and the idea isn't that you will need to rush leveling to 50 in Ashes of Creation in order to achieve a freehold
  • 13:10
Because you have to also remember that
  • 13:13
The world structure is what predicates the availability of freeholds. So as nodes come online
  • 13:20
Excuse me adds nodes come online over time
  • 13:23
People will reach level 50 before the last node has reached level three
  • 13:27
Right before even half the nodes probably have reached level three before even probably a quarter of the nodes have reached level three
  • 13:34
And as those nodes continue to progress and grow
  • 13:38
Those freeholds will slowly be trickling out to the populations which gives time for the people that didn't perhaps let's say
  • 13:46
Rush leveling to 50 still be capable of purchasing freeholds within those territories. And one other thing I would say is that
  • 13:52
There's a bit of a strategy when it comes to prioritization of what of what you're going to do in a game like Ashes
  • 13:59
A lot of people will bolt to 50. They won't care about establishing their infrastructure
  • 14:04
I don't know if you ever play like board games or any forex strategy games stuff like that any resource management or action economy games
  • 14:10
But oftentimes early in those games you have to kind of make a decision, right?
  • 14:14
If it's like a let's say it's like some type of you know, victory point structure
  • 14:18
You sometimes have an option to get victory points
  • 14:20
Or you can establish your foundation and you can start building up your economy and you can start building up your
  • 14:28
Capabilities without going for the gold to start because then you're going to slingshot once you have all that infrastructure in place
  • 14:35
And go for that level 50
  • 14:36
Those are viable options because of the way that freeholds trickle out onto the server with the world state being progressed over time
  • 14:44
It might be a smarter choice not to rush to 50
  • 14:47
But rather to take your time establishing that foundation so that when you reach level 50 and the rest of the nodes are now progressing
  • 14:54
To the point where they can release freeholds
  • 14:56
You will have the best possible chance of contending for that freehold because you spent the time early not to rush to 50 but rather
  • 15:03
establish that foundation like there, you know the aspect of this strategy is an important component of how you might achieve the freehold
  • 15:11
The other thing to keep in mind is that and this is something that I didn't I don't know if I said this
  • 15:15
something that I didn't I don't know if I elaborated on in the article or not, but
  • 15:20
There are
  • 15:22
There are bound currencies that exist within the game, right?
  • 15:25
And then there is the general currencies that's usually achieved through certificates and the ability to trade those certificates in to get gold
  • 15:32
That we've talked about in the past, but some of those bound currencies are like favor
  • 15:36
You know, these are points that you achieve doing some divine quest lines participating in divine story arcs or honor, which is like pvp oriented
  • 15:43
Unique currencies stuff like that, right?
  • 15:45
The most common denominator of availability for freeholds through the auction is going to be through gold
  • 15:51
However, there will be a sub select of freehold
  • 15:56
Options that are available in each node based on the node type that will correspond to one of those bound currencies in addition to gold
  • 16:04
So what we do there is we kind of spread out the availability of freeholds to different play styles and different focuses
  • 16:11
So the player that might rush to level 50 will they might have an advantage when bidding on gold based freeholds
  • 16:18
But they may not have the advantage of the favor player or the honor player
  • 16:23
Who is going to be progressing within those play styles, right?
  • 16:27
So the idea is that we're not reserving freeholds for the top 10 percent of levelers
  • 16:33
We're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game
  • 16:40
And this spreads out that ownership across different play styles
  • 16:44
So, like all right, I like that I needed to hear that say I like that answer a lot
  • 16:48
Especially to like because we we do lack some of the context as we go like oh, like I didn't even think of
  • 16:53
Yeah, once once you know level threes are coming or level three nodes are coming on like most of us will probably be level 50 begin with
  • 17:00
So like that rush
  • 17:02
Really at least for the people first come because obviously it's going to be a different experience to those
  • 17:06
As they join a year later because everything the world's going to be different like that
  • 17:10
But also those people are probably going to rush anyway
  • 17:12
Because they've got friends that they have in there and like any of I said this early in the stream too
  • 17:17
Like I already know that i'm gonna de-gen the game when it first comes out to where i'm gonna like
  • 17:23
That's just the type of player I am where I will try it
  • 17:26
Everything in me will say stop and try to enjoy everything
  • 17:29
But like i'm going to try to push myself to get towards because I love seeing that that you know
  • 17:34
You see the numbers go up. You're like, oh good numbers go up good. So once it hits 50
  • 17:40
Yeah, yeah, so let's just have to drag anything along. Um
  • 17:44
God that was that was a
  • 17:46
Huge wealth of information i'm trying to take in and I think that did answer
  • 17:51
So many of some of the mystery I guess behind it because we we were
  • 17:55
We had also brought up too about how people felt about the three layer bidding system
  • 17:59
But like I said, we kind of a lot we didn't have some of that context
  • 18:01
so and this kind of goes back to what you were saying earlier that the the the streams kind of
  • 18:07
Do reach a broader audience where people like us who obviously are making content or people that are watching obscure podcast
  • 18:15
To like we're really tuned into a lot of things
  • 18:18
So I do think having like an article like this also was with so much was really beneficial to see
  • 18:24
All this in-depth things, but I also think like some of us are also theory crafters
  • 18:28
So then we see this or like wait, okay. So but now how does that work?
  • 18:31
So then we end up walking away with questions right walking away with a million more questions
  • 18:35
and and the thing I think the thing that always comes back to it is like
  • 18:39
We just have to wait till of some of these things
  • 18:41
We're not going to know until we have it in our hands. We're able to touch it
  • 18:45
Able to see things and say okay. This does feel good. This does make sense
  • 18:49
Where we are in it. Yeah
  • 18:51
And that's what I was trying to hit on early right is that like
  • 18:54
When you start to pull a thread and that thread is game design specifics, right?
  • 19:00
That thread just doesn't stop because the way that ashes is created
  • 19:06
is that
  • 19:08
In order to create a solid identity and a comprehensive play experience
  • 19:15
All of these systems are developed in such a way where max interdependency is aimed for right?
  • 19:23
And that means that this thread connects to a lot of different things. Like we just talked about bound currencies
  • 19:29
We talked about node progression. We talked about limited selection of of the guild halls
  • 19:34
We talked about family interactions and permission sets. We talked about maximum level progression across the grandmaster professions like
  • 19:42
This choice these these intricate details of the system
  • 19:46
They reverberate throughout the rest of the game design
  • 19:49
And in order for us to have a solid play experience
  • 19:53
And it's impossible to communicate this within a single monthly update or if we were writing articles about all the game design all the time
  • 20:01
You know, we would just have a a constant flux of community interaction debate, you know
  • 20:07
And I don't know how healthy that is to have at this point
  • 20:11
Leading into alpha 2 when the experience is had from a tactile perspective as opposed conversationally, right?
  • 20:18
And in order to kind of see these systems in concert with one another and determine whether or not
  • 20:25
The choices made achieve the goal of the system or the systems
  • 20:31
That is something that is required to be really more part of play testing
  • 20:35
And so i'm always hesitant with streams like last month's or with articles like this to really get too deep
  • 20:43
To get too in depth with what we have planned with these systems
  • 20:48
Because they provide an opportunity to muddy the water or create a bit of noise
  • 20:53
Around really what the goals are of the game, right trusting that the developers are making the best decisions possible
  • 20:59
With how these systems are going to interact with one another and I know that's a big question
  • 21:03
But you know trusting that that that conceptually is being articulated in such a way that maintains the identity and the core pillars of the game
  • 21:12
And then when alpha 2 comes out and it's in our hands, that's when the feedback is most valuable because it's then given in context, right?
  • 21:21
It's not specifically focused on one particular aspect
  • 21:25
Yeah, I think when you go too deep too deep into the game
  • 21:29
People can hold on sometimes to those details and then if it does change then they get upset
  • 21:36
Yeah, it's like a game in development can't iterate. Oh my gosh. Yeah
  • 21:42
Interpreted as set in stone, right? Yeah, exactly. I mean we saw that we saw that just this uh, you know, it's so funny actually hilarious
  • 21:49
Um this week I didn't I didn't uh, you know, it's just a really busy week and I didn't have an opportunity to
  • 21:55
Kind of take a look at the planned socials, uh on on twitter and and the other social platforms, uh from our community team
  • 22:02
And uh, there was a post that was made wednesday morning. I woke up. I was it was like 5 30
  • 22:08
I was, you know getting ready to kind of start the day 6 a.m
  • 22:11
This audit this scheduled post goes out on twitter and i'm reading it and it just has a picture of the uh,
  • 22:17
Inventory system and it says what do you think about this? Right? I'm like, oh, I'm not sure
  • 22:21
Inventory system and it says what do you think about this? Right? I'm like, oh my god
  • 22:28
I cannot even believe the flood that's about to happen like
  • 22:32
So I I immediately go on and i'm like wait, let me give context and then I re-quote it and I put it on the ashes
  • 22:39
But you know, obviously it starts a it's it just starts a
  • 22:43
Deluge of experiences that aren't necessarily reflective of the intent behind the system and ashes
  • 22:49
But do represent the experiences that players have had in other games
  • 22:53
And they take that as a one-to-one the moment they see kind of the perspective of the inventory
  • 22:58
But again, there's a particular reason for why that inventory system is intended to exist within ashes
  • 23:05
And and part of that is from the aspect of you know, everything in the world is gatherable
  • 23:12
And there is a land management system that exists behind those gatherable things
  • 23:16
The land management system kind of takes into account how players are interacting with the environment
  • 23:21
How many of the resources they're withdrawing from the world and that decreases the spawn rate within certain localities
  • 23:28
As those things go too high
  • 23:30
So there can be a degree of economic warfare by sending players out into zones where you want to mitigate
  • 23:36
You know collection of resources you send your players out there to take all those resources
  • 23:41
And then that diminishes the land management score of that particular zone
  • 23:44
And so when you think about other games that have had systems
  • 23:49
Such as being able to gather anything from the world one of two things usually arises either those players. Whoops. Uh-oh
  • 23:57
I didn't touch my computer for a second. You're still here. Oh, no
  • 24:04
One of one of two things that happens either
  • 24:07
People just at all times are expected to gather and and collect things when they're out in the wild like we saw
  • 24:13
In a recent game where if you're not doing that you're not not the most optimal
  • 24:18
Or they impose kind of a a hard limit
  • 24:22
Throttle like a labor system or you know something that mitigates how much you can do a thing
  • 24:29
Our approach with kind of addressing that necessity
  • 24:32
Was let's talk about inventory management
  • 24:35
And if a player is going to leave a node and go out and start adventuring if everything's gatherable
  • 24:42
If everything's gatherable and the only restriction is your tools and the level of mastery within that particular gathering profession
  • 24:50
Um, then what's to stop them from ever acquiring everything?
  • 24:53
Well, there's kind of two primary methods by which you can approach that either through a weight management system
  • 25:00
Or through a spatial system and when you talk about the complexities available through like let's say bag progression
  • 25:07
weight is a very
  • 25:09
monocentric
  • 25:12
aspect monocentric kind of uh, um, uh restriction
  • 25:16
Whereas when you have stack size and shape size and you can cater certain bag types based on slot management
  • 25:25
To be more conducive towards particular types of shapes and have varying stack sizes available
  • 25:32
It's not about the mini game of how do I organize that because there's an auto sort feature
  • 25:36
but rather it's more focused around what types of bags am I going to equip during that time and
  • 25:43
How am I going to determine which resources I should interact with when i'm out in the wild knowing that before I can gather
  • 25:50
Everything I will have to go back to a storage location
  • 25:54
And deposit what I have gathered right now. It's about how do I manage time?
  • 25:58
Because the time is traveling back and forth from those storage locations, right?
  • 26:03
so so like, you know, it's difficult to kind of explain that in a post or in a
  • 26:11
Uh in a in a live stream to a degree
  • 26:13
Uh, and it's and it's difficult to get kind of you know context for that
  • 26:17
Especially if you're not as an engaged user or an engaged audience member if you're just seeing this on the sideline
  • 26:23
And you're like, wait a minute. I've played tetris before I don't like that. You know what I mean?
  • 26:27
Yeah, so that was something because that was actually one of the things that we were uh gonna discuss tonight
  • 26:33
Um, and I was kind of proponent of it because I think I kind of took it from the way that like kind of seeing
  • 26:38
How certain games handle things where yeah, you can have a stack size or it can be by weight
  • 26:42
But you see these people strip off armor
  • 26:44
Some of these other games don't have pvp watch this one dude running around in a circle constantly cutting down all the trees
  • 26:49
Sniping things from you and you're like this is this is like why is this happening?
  • 26:53
Why is there nothing preventing you from doing that? So I did see a lot like that people seem kind of split of not
  • 26:59
Liking this idea of having this spatial
  • 27:01
Design for the bags, but when i'm seeing that i'm like, okay. So now i've got a plan
  • 27:05
He's like I anything that seems to make something a little bit more difficult. I'm all about it
  • 27:09
So i'm like, okay
  • 27:10
So if I want to go out mining, I gotta make sure i've got my mining bags
  • 27:13
I gotta have this I gotta be willing to potentially drop this thing to pick this up
  • 27:18
Correct, especially when you think about it from a pvp perspective as well
  • 27:22
Some of those bags might have increased times to interact with a player corpse
  • 27:26
Right and you can choose to perhaps have less capacity less stack size less slot
  • 27:32
Availability for the certain types of gatherables you may want to acquire in exchange for an increased
  • 27:40
Interaction time for other players that might try to loot that bag giving you time to reach it and take back your belongings
  • 27:47
Right. Oh, that's cool. Or or if in the middle of a fight
  • 27:50
They see a corpse on the ground and they're like wait a minute. I want to grab that
  • 27:52
Well if I got to spend 10 seconds to interact with that corpse and there's combat going on like this is an opportunity
  • 27:59
Strategically for you to recapture the grounds for you to recapture the battlefield, right?
  • 28:03
You want to think about those types of interactions? How do you add layers of strategy to engagements?
  • 28:09
And and there's ways to do that through inventory management as well
  • 28:12
It's funny that you brought that up because I think annie was looking at that and someone someone on twitter was like great
  • 28:17
So it's just gonna be an endless thing back going back and forth ganking
  • 28:20
But I think they were being facetious, but Annie was like she was like, yeah, actually, I think I just got sold on using
  • 28:27
I um, I I don't mind the Tetris system, but I think logically I like the encumbrance aspect of it
  • 28:33
But then once I read that and was like, oh like that's just gonna make it so somebody can't just kill you and like
  • 28:38
Run off with your stuff in five seconds. They have to actually organize it
  • 28:42
So then it gives you a chance to come back and get your stuff back
  • 28:44
So I was like, all right, or they might not even have the slots available, you know
  • 28:49
Yeah, it might be something that can't even you gotta organize and drop stuff and yeah
  • 28:53
Yeah, it might even be the case that their particular bag space doesn't have available
  • 29:00
Location for a three by one log, right and you're a lumberjack and they see you just chopping down these trees
  • 29:05
And you're like there's no point in me engaging with this person because I have nothing to gain due to my capacity
  • 29:10
Right. I know what I'm kitted for. I chose these bags like, you know, there's a there's an additional layer then of
  • 29:18
Strategy there that I think is is interesting
  • 29:21
And I think so. Yeah, definitely seeing that part definitely changed my mind on that a bit
  • 29:26
And I think probably because most people are used to I can grab whatever I want
  • 29:29
I can show this all in my bag. I have space for all this. I might have a reagent bag or whatever
  • 29:33
But it's like not understanding like what is the point of this? But now you've got one now you're looking at time to kill
  • 29:38
Time to loot and then having that time to now reclaim something that was potentially lost from you to keep that player fiction
  • 29:44
So yeah, you might have that ongoing back and forth and it might be a thing of who wants a crew the most XP debt
  • 29:52
But like I can see that the reason now too behind that and I think that's something that again kind of gets lost in context
  • 29:58
And I think it's just because you know
  • 30:01
Not to put you in a bad spot like I feel like current MMOs spoon feed us a lot
  • 30:05
You don't need to answer if that you feel the same way, but um, I love when gamers Steven comes out
  • 30:10
So if you want to you want to you know, no, no, I try not to get in trouble. I know
  • 30:15
I noticed that Phelan says that's only if the player respects the corruption system again
  • 30:21
Trying to communicate the intent of a system if players
  • 30:26
Enlarge do not respect the corruption system
  • 30:29
Then the implementation of that corruption system has failed and needs to be iterated upon
  • 30:35
So first we must determine what is the intent of a system?
  • 30:39
Then we architect the system in order to achieve that intent
  • 30:42
And if it doesn't then we iterate on that system
  • 30:45
Like that that is the that is how you go about creating these these interactions, right?
  • 30:51
So, um corruption is a huge deterrent to open world pvp outside of the game
  • 30:58
Open world pvp outside of opt-in events
  • 31:01
Then that's not to say that players can't use it
  • 31:03
It's to say that the intent is when used it is extremely minimal in your play experiences
  • 31:09
Perhaps a person within a month might experience in their play time two percent of interaction with a corrupt player
  • 31:16
98 of their play time is going to be with non-corrupt players, right?
  • 31:19
And so that's how we kind of iterate. How do we achieve what the intent is behind the system, right?
  • 31:26
And even going along that lines, I think there there's this particular game
  • 31:31
Where a lot of people have had their pvp experience in and there are no player protections in that whatsoever
  • 31:38
You can just beat out the world. They kill a npc they gank they do this
  • 31:42
And I feel like that's where a lot of that fear comes from because I don't hear it from
  • 31:46
other certain groups of mmo players, but this one particular game
  • 31:50
And I feel like there are just a lot of people that that that pvp and it in
  • 31:55
It's one of those things too
  • 31:56
Where it just kind of feels tacked on where everything with ashes like even even now that we're even talking about why the spatial bag
  • 32:03
System is there everything seems like it's so baked into the core systems
  • 32:07
And so thought out and so meticulous of like this is why we're doing this
  • 32:12
That that is I think it's harder for people to grasp that because a lot of these systems when you do see in like
  • 32:17
It it's not even just the like say like poor game design
  • 32:20
Some of the is limitation of what they could do when the games were made when they were made
  • 32:24
Where you couldn't implement certain systems like this where now there's so much more technology
  • 32:29
There's so many more things that we can do
  • 32:31
so I think people do have a harder time grasping like
  • 32:34
Well, how's this even going to work because it didn't work in this game, but then you're like, but it wasn't in that game
  • 32:39
Yeah, you know I I kind of equate it to um, I don't know you ever sit down with your friends
  • 32:44
And you're about to open up a brand new board game, right?
  • 32:47
You're all sitting around the table and you have this one friend who's like
  • 32:50
Digging through the rule book and they're like reading it aloud every single sentence
  • 32:55
And you're just and and some people respond very positively to that. I call those the developer watchers
  • 33:00
Those are people who are able to to watch a development in progress because they love talking about it
  • 33:05
They're very auditory related listeners like they are capable of following along
  • 33:10
However, some people at the table are like, yeah, let's just get let's start playing. We'll figure it out when we start playing
  • 33:14
That's definitely not me
  • 33:17
So there's some people that are like that too and that's okay
  • 33:20
Like we all are different types of learners
  • 33:23
But what you described it's not so much that I feel people can't grasp the systems
  • 33:28
It's that I feel people are different in the sense of how they wished to grasp it
  • 33:33
Some people want to grasp it by playing it by touching it by feeling it, right?
  • 33:37
And other people want to grasp it by talking about it by reading through it by understanding it
  • 33:42
You know in a different way and the harsh reality is is that this you know development journeys are are not for everybody
  • 33:50
That's just a simple fact the the what I what I gave you as an example is a testament to that truth
  • 33:55
but you know, we have to cater the
  • 33:59
the
  • 34:01
the process of showing development in a transparent manner that is
  • 34:07
capable of transcending certain audiences or at least being mindful of the different audiences that are going to be watching, right?
  • 34:15
And you guys are an example of of an audience that are that are capable willing wanting
  • 34:20
To kind of get into the nitty-gritty during the discussion phase
  • 34:24
But there is a much larger portion of our audience that really just wants to either see your play
  • 34:29
And and that's why we have to be careful how we do it
  • 34:34
Yeah, I would do when
  • 34:37
Annie
  • 34:39
That's the question you see it a million times like
  • 34:45
No, that wasn't me actually out asking I was quoting those people
  • 34:50
Yeah, the ones that like yeah, well that's I think you'd mentioned too that there's a lot of people that they're like
  • 34:54
You know the game looks so ready. Let's let's launch it
  • 34:56
Let's go and like this like we're looking back and we're kind of seeing where things seem like they're developed and we're kind of like
  • 35:04
I don't I don't know like I thought we were closer
  • 35:06
But then you like we're looking at some stuff and it's like because I think we were kind of looking back like last year
  • 35:11
And we're like, oh it's gonna be right around the corner then
  • 35:13
Yeah, I don't remember which stream we saw but we're like, oh, it's it's gonna be a bit longer than everyone kind of predicted
  • 35:18
Yeah, I mean, you know the truth of the matter is and we've said this a long time and everybody's aware of this like
  • 35:22
what we're building is not a
  • 35:24
You know wham bam. Thank you, man. We're moving to the next game. You know what I mean? We're trying to create something that has
  • 35:31
longevity and
  • 35:33
When we're talking about what it takes to do that right
  • 35:37
It means that rushing it is the bane of every game possible
  • 35:41
Yes
  • 35:42
and and it's not that we don't want to play and it's not that we don't want to receive what
  • 35:48
Our reward should be which is the excitement passion happiness of the players. We're making the game for like yes
  • 35:55
We feed and live off of our monthly presentations to the community because it shows us how well
  • 36:03
Our direction resonates with their target audience right our fellow gamers
  • 36:09
but the reality is is that
  • 36:11
We have seen time and time again
  • 36:15
as lovers of this genre ourselves
  • 36:17
Playing games that cut corners or playing games that were built not to last a long time
  • 36:24
Whether through whatever monetization strategies or design choices get made
  • 36:31
And the reality is is that we're trying to do something different and when we're trying to do that thing differently
  • 36:37
There is a particular
  • 36:40
Focus that we need to maintain and that is
  • 36:43
Spending the time necessary to build it in a way that is not going to result in the same
  • 36:49
Experience we've all had in the past
  • 36:53
And it's painful. It's difficult. It's a lot of freaking time
  • 36:57
And effort, but I think that it's worth the reward. What is the what is the old saying is that?
  • 37:04
patience is uh is bitter, but it's fruit is sweet and
  • 37:08
It's fruit is sweet. And uh, you know, that's something that we always got to keep our our eye on
  • 37:14
Yeah, I don't know if I could do this with another game
  • 37:17
I just uh
  • 37:18
Because I remember even when we first we found it
  • 37:21
Annie had subscribed to the newsletters and everything when it was on kickstarter
  • 37:24
And i'm definitely kicking myself that we didn't back it then but I I was so used to like I know how long games take
  • 37:28
To develop I don't want to see it. Don't show me and then I forget what happened
  • 37:32
It was love at first sight for me. I was like, oh, yeah always trying to show me
  • 37:35
I'm like, I know we're not going to see this for at least like 10 like why are you showing me this?
  • 37:39
And then something happened where I was like
  • 37:42
Yeah, shit. I was like i'm i'm in now
  • 37:46
Yeah, so like ever since then it's like i've been glued to like anytime article comes out a video comes out and all these things
  • 37:52
Where it's like man, I just want to absorb like i've really enjoyed the process and I think there's something too where
  • 37:58
For for some of us when we are following this, you know
  • 38:01
I think it could also be why sometimes that reaction why there's an emotional reaction with something that either someone misunderstood or
  • 38:09
maybe a design did change but I think because
  • 38:12
Is having it starting following so early?
  • 38:14
I think you get like this bit of I wouldn't say ownership
  • 38:16
But it's a word i'm going to use where you do get this bit of yeah
  • 38:19
Like you feel very connected to this this thing
  • 38:22
And that's one of the things that I love about it because it feels
  • 38:25
It's I don't know if it's like uh when you find a band that like no one knows about and then everyone learns about it
  • 38:29
Like I don't like that band anymore, but like it's just you find it at the very beginning. It just
  • 38:34
It's it's it's amazing to follow
  • 38:36
But I don't think I could do this with another one and in prophecy you guys for having like I can only imagine the additional
  • 38:42
Level of stress that comes with doing these and showing it and having the public eye on it
  • 38:48
Especially like when you guys lifted the the nda during um alpha one and stuff
  • 38:54
Where it was like, you know that that could have gone one of either ways and just being like no
  • 38:58
We want people to see this. We want people to be able to talk about it
  • 39:01
So I I commend you guys a lot for just putting yourself out there
  • 39:04
To be able to take that criticism and stuff because it's something that even like these, you know, triple a studios
  • 39:09
They're not doing they're not putting themselves out there to
  • 39:12
Get either a bunch of love or hate out of it
  • 39:15
Yeah, you know it's i've talked about this in the past
  • 39:17
But the reality is is that I feel the paradigm is shifting a bit when it comes to game development
  • 39:22
I hope it continues uh in that sense
  • 39:24
um
  • 39:25
Because you know while while watching development isn't for everybody there is a large and healthy section of the gaming population
  • 39:33
That is willing and able to be part of a development
  • 39:36
Uh and to give their thoughts and experiences and I think that's just an absolute treasure trove of
  • 39:42
Navigational direction that's available to game developers overall
  • 39:46
Um, it it requires a significant investment, right? You have to be willing to spend the time
  • 39:51
Um to curate kind of the tran the level of transparency
  • 39:56
That is appropriate. Um, but transparency being the key
  • 40:00
um, and you know, it definitely adds
  • 40:05
A layer of complexity to an already complex process which is making games in the first place
  • 40:10
And you know making games is difficult making an mmo is probably the most difficult game you can make and ours is a particularly ambitious one
  • 40:17
So like there is just layer upon layer of difficulty
  • 40:21
and stress and
  • 40:24
You know moments of doubt and you know inflection like there's there's a lot of stuff
  • 40:30
um that that comes out through this process and it's years long, but
  • 40:35
ultimately, you know
  • 40:38
It is important to keep your eye on the prize and that prize is being able to create something
  • 40:43
That you and your fellow gamers can look at and say
  • 40:47
This is fucking good, you know
  • 40:51
Yeah, that's
  • 40:52
Well, let's think too and you you had touched uh, just a little while ago about making a game that has longevity and I think that's
  • 41:00
I think even some developers for certain games. Uh, I remember watching a
  • 41:04
Dev stream about wow how they were saying we never intended the game to be played
  • 41:08
Eight hours a day multiple times a week like it was never intent to have that and it seems like you guys are taking in
  • 41:15
consideration like that player that wants to it kind of going back to like
  • 41:19
Hardens back to some of the older mmo's where it was almost like a second life and
  • 41:24
I that's something that I any I have both been missing because we want we tend to be
  • 41:29
Like a one game player like I haven't had a home
  • 41:32
In gaming for a very long time because I want to have one game I go to I think mmo players are a bit different than
  • 41:39
Other genres because we want to have that thing. This is where we log in. This is where our friends are
  • 41:44
This is where we yeah, you know, we're excited to continue this progression and everything and for me personally
  • 41:50
I haven't had that game sparked that because i'll you know
  • 41:53
Like I said, when ash is coming out probably degen it as much as I can when it first comes out and like I do
  • 41:58
That with every game because I just want to sit there and soak suck everything up out of it
  • 42:02
And then i'm like well now i'm at the end game
  • 42:05
And now i'm just waiting every week to get a piece of loot
  • 42:09
We're the login reward. Yeah, you know mmo's are our unique genre, right? They are
  • 42:16
the most
  • 42:17
socially
  • 42:18
elastic
  • 42:20
genre out there
  • 42:22
And you know it makes sense. It is a massively multiplayer genre
  • 42:26
So the unique opportunity that arises in forming friendships and bonds with people whom you've never met before
  • 42:36
And live on halfway across the world from you in a culture that's radically different from yours with a background
  • 42:42
That's uniquely diverse like, you know
  • 42:45
That is just not typically an opportunity seen elsewhere in life, let alone games
  • 42:50
So it has a tendency to create very passionate
  • 42:56
Friendships and relationships with people because you're spending those hours with them on a discord or on a team speak or whatever, right?
  • 43:04
And and in that sense, you know, there is a special responsibility that comes from the development teams that create these environments
  • 43:13
Because you're not just now offering entertainment to people
  • 43:16
You're offering a home for people a social home that they that you know is an important component of being a human being
  • 43:26
So you want to make sure that you're treating that home with respect and with integrity when building it
  • 43:33
And you're dedicating the time and um, you know resources that comes along with making that home and so
  • 43:40
You know take a look at that and you'll see that
  • 43:42
Um, you know resources that comes along with making that home and so, you know taking our time with this development is something that's important
  • 43:49
um
  • 43:50
And I think is ultimately what players will want even if their patience says otherwise during that process
  • 43:58
Yeah, I feel like once you guys finally do get to a point where it releases or even even in the betas
  • 44:02
That's where you're gonna see a lot of that turnaround where I feel like there's so many
  • 44:07
people that are
  • 44:09
Said it was going to fail in the beginning. So they're just holding on to that too. We're like, I can't I can't be wrong
  • 44:14
I said this was a sky. I said wasn't going wrong. Yeah
  • 44:16
Yeah, it's like yeah, because games that are scam definitely make decals in the grass when you stomp on it, but that's a
  • 44:22
different tangent, but
  • 44:25
Just that was the thing too
  • 44:27
Because I will see arguments of people talking about some of the detail. Why are they focusing on that?
  • 44:31
Why are they focusing that it's like do you know any other game that focuses on those small detail like it's a
  • 44:36
Well, just seeing the labor of not not saying that they don't but seeing the amount of labor of love that you get
  • 44:42
Not i'm not trying to throw any other developers. I don't do that
  • 44:45
but
  • 44:46
the like some of these small small details that we see
  • 44:51
in in the in some of the design in like, um
  • 44:55
Just like trying to get the physics right on the on the trees falling
  • 44:58
We're trying to get a very specific animation out of this like trying to have these very specific
  • 45:03
Things that you guys are going for like I feel that when I watch it where i'm like man
  • 45:08
That's that's amazing that you guys thought about that small detail
  • 45:11
Which seems to kind of get glossed over a bit on some of these other things. Yeah. No, I think that um, you know
  • 45:16
I think that that's a great
  • 45:19
Observation as it relates to what I was just talking about in creating that home, right?
  • 45:24
It's those minute details that can have a large impact
  • 45:28
For the immersion quality of the home or world you're in right and I think what you know when people say
  • 45:34
Why are they focusing on this?
  • 45:37
oftentimes
  • 45:39
those types of
  • 45:41
Details are not really a focus. They're the icing on top of a core feature that a developer has the love
  • 45:50
to
  • 45:50
Introduce right it might not even be a part of the game design document
  • 45:54
But like hey, I spent some extra time this evening or over the course of this last week's evenings
  • 46:01
Making this idea. What do you think about it? Steven? And i'm just like, holy shit. Let me let you cook, you know, just go
  • 46:08
You know
  • 46:10
Do what you do what you think's best because obviously you have the passion for it, right?
  • 46:15
Like that's why one of the biggest qualifiers for the people that we hire at intrepid
  • 46:22
and probably one of the components of why you know
  • 46:26
I'm a very
  • 46:28
Selective individual when it comes to introducing new members to the team
  • 46:34
You know is are you an mmo gamer have you played mmos before yes, you can model a creature, you know
  • 46:40
Yes, you can code a feature
  • 46:43
But do you know what it's like to be the player on the other side of the screen who's going to play the thing you're doing?
  • 46:50
And do you know what it means to play it? Right? Have you experienced that sense of community?
  • 46:56
Do you know what an mmo genre is truly?
  • 47:00
and
  • 47:02
Yeah, it's hard to find those individuals to a degree because mmos aren't as big of a genre as they used to be
  • 47:09
I believe that the golden years have yet to come
  • 47:12
But you know historically there's been a little bit of a lull
  • 47:16
and so
  • 47:17
you know, I
  • 47:19
It is what helps find that magic that you just described right is is people who love and appreciate the genre
  • 47:27
That's so important too
  • 47:29
I say and I think it really shines through a lot of the work that you guys do because like
  • 47:33
We'll be sitting there watching and they're like man
  • 47:36
that is just little things will pop out where it's like I can't believe they thought about that or like
  • 47:40
and I love seeing that because
  • 47:43
It just for me it showcases like how much
  • 47:45
Of labor of love this this project is and how much of a passion project it is
  • 47:49
And like it literally almost comes off as like this love letter to the mmo genre of like
  • 47:56
This is these are all the things that we all wished and wanted for
  • 47:59
And like a lot of them either fell short or wasn't there at the time
  • 48:03
And like just seeing this it's one of the reasons I just get so pumped for this project
  • 48:07
And like why we've you know, I decided to make content for it and things like that
  • 48:13
Yeah, I don't know
  • 48:14
Yeah, we don't do this for just anybody
  • 48:19
Well, hey guys I I have an eight o'clock that's about to start in 20 minutes and I need to prep for it
  • 48:24
But I I just wanted to come on and say I like watching you guys chat about things
  • 48:28
I think you guys are an eclectic group and you have so much experience in the mmo genre itself
  • 48:33
I love the fact that you cover ashes and that you guys give your thoughts because
  • 48:36
It's a great touch point when it comes to
  • 48:39
understanding the motivation of players who are different than me who are different than you know people at the studio
  • 48:43
But are also the same in so many respects
  • 48:46
Um, so thanks for having me on I'm glad I was able to chat with you guys a little bit
  • 48:50
And I look forward to future shows. Awesome. Hey, see one thing. Thanks so much for coming on
  • 48:54
Can you give kori permission to come on our show?
  • 48:57
Cory, oh my goodness
  • 49:00
Maybe in the future. Let me chat with kori about that
  • 49:06
Oh, man, if I can't control myself, how can I control kori's feeling
  • 49:11
I'll be gentle. I won't ask any questions
  • 49:18
I love it. All right guys. Thanks for having me. Awesome. Thanks for being on
  • 49:27
Oh my yeah, I um, that was something different, uh, I
  • 49:34
Wow guys
  • 49:36
There's 73 of you watching. Thanks you for coming and hanging out while uh, steven hijacked our stream. That was amazing
  • 49:41
Um, which was nice because we still get to touch on a lot of things man. I fangirled so hard when he first I I
  • 49:49
What i'm glad that's on camera so you can all see how much a fucking fangirl I am. Oh my god
  • 49:56
I i probably blushed a bunch of times i'm sitting over here like trying to fucking produce a show and i'm like
  • 50:02
I can't think someone else
  • 50:04
I need an adult